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NanoMouseMaze.h
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#define DEBUG
#include <Arduino.h>
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3
const int neighborCells[4][2] = {
{ -1, 0},
{ 0, 1},
{ 1, 0},
{ 0, -1}
};
const byte neighborWalls[4][2] = {
{ 0, 0},
{ 0, 1},
{ 1, 0},
{ 0, 0}
};
template <byte ROWS, byte COLUMNS>
class NanoMouseMaze
{
private:
// vertical walls array
boolean verticalWalls[ROWS][COLUMNS + 1];
// horizontal walls array
boolean horizontalWalls[ROWS + 1][COLUMNS];
public:
// value array
byte values[ROWS][COLUMNS];
byte mouseRow;
byte mouseColumn;
byte mouseHeading;
byte targetRow;
byte targetColumn;
byte maxValue = 255;
//Constructor method (called when the maze is created)
NanoMouseMaze()
{
//initialize verticalWalls (add exterior walls)
for (byte i = 0; i < ROWS; i++)
{
for (byte j = 0; j < COLUMNS + 1; j++)
{
if (j == 0 || j == COLUMNS)
{
verticalWalls[i][j] = true;
}
}
}
//initialize horizontalWalls (add exterior walls)
for (byte i = 0; i < ROWS + 1; i++)
{
for (byte j = 0; j < COLUMNS; j++)
{
if (i == 0 || i == ROWS)
{
horizontalWalls[i][j] = true;
}
}
}
}
void solve()
{
// initialize array with max values
for (byte i = 0; i < ROWS; i++)
{
for (byte j = 0; j < COLUMNS; j++)
{
values[i][j] = maxValue;
}
}
// set target cell
values[targetRow][targetColumn] = 0;
boolean continueSolving = true;
while ( continueSolving ) {
continueSolving = false;
// filling surrounding cells of target cells
for (byte i = 0; i < ROWS; i++)
{
for (byte j = 0; j < COLUMNS; j++)
{
if ( values[i][j] < maxValue )
{
for (byte k = 0; k < 4; ++k)
{
int neighborCellRow = i + neighborCells[k][0];
int neighborCellColumn = j + neighborCells[k][1];
byte neighborWallRow = i + neighborWalls[k][0];
byte neighborWallColumn = j + neighborWalls[k][1];
bool wallExists = false;
if (k == NORTH || k == SOUTH)
wallExists = horizontalWalls[neighborWallRow][neighborWallColumn];
else // must be looking at an EAST or WEST wall
wallExists = verticalWalls[neighborWallRow][neighborWallColumn];
// only update elements which haven't been updated yet. and which are not blocked by a wall
if ( values[neighborCellRow][neighborCellColumn] == maxValue && !wallExists )
{
values[neighborCellRow][neighborCellColumn] = values[i][j] + 1;
continueSolving = true;
}
}
}
}
}
}
}
byte findBestNeighbor()
{
byte valueBestNeighbor = maxValue;
byte desiredHeading = NORTH;
for (byte kk = 0; kk < 4; ++kk)
{
byte k = (mouseHeading + kk) % 4; // start with the current mouseHeading direction. motivation: if current mouseHeading is the lowest value and other directions are same, stick to current mouse heading to avoid costly turns
int neighborCellRow = mouseRow + neighborCells[k][0];
int neighborCellColumn = mouseColumn + neighborCells[k][1];
byte neighborWallRow = mouseRow + neighborWalls[k][0];
byte neighborWallColumn = mouseColumn + neighborWalls[k][1];
bool wallExists = false;
if (k == NORTH || k == SOUTH)
wallExists = horizontalWalls[neighborWallRow][neighborWallColumn];
else // must be looking at an EAST or WEST wall
wallExists = verticalWalls[neighborWallRow][neighborWallColumn];
if ( values[neighborCellRow][neighborCellColumn] < valueBestNeighbor && !wallExists )
{
valueBestNeighbor = values[neighborCellRow][neighborCellColumn];
desiredHeading = k;
}
}
return desiredHeading;
}
void addWalls( byte cardinalDirection )
{
#ifdef DEBUG
Serial.println("");
Serial.print("AW -- cardinalDirection = "); Serial.println( cardinalDirection );
#endif
switch( cardinalDirection )
{
case NORTH:
horizontalWalls[mouseRow][mouseColumn] = true;
break;
case EAST:
verticalWalls[mouseRow][mouseColumn + 1] = true;
break;
case SOUTH:
horizontalWalls[mouseRow + 1][mouseColumn] = true;
break;
case WEST:
verticalWalls[mouseRow][mouseColumn] = true;
break;
}
}
void addVirtualWalls()
{
horizontalWalls[1][2] = true;
horizontalWalls[1][3] = true;
horizontalWalls[1][4] = true;
horizontalWalls[2][3] = true;
horizontalWalls[3][4] = true;
verticalWalls[1][1] = true;
verticalWalls[3][1] = true;
verticalWalls[1][2] = true;
verticalWalls[2][2] = true;
verticalWalls[2][3] = true;
verticalWalls[2][3] = true;
verticalWalls[2][4] = true;
verticalWalls[2][5] = true;
}
/*Do not change or add code below this line
NanoMouseMaze Print Function Version 2
This version of the print function has been modified to print
any size maze (the previous version could not print large
mazes) and to work with the btMonitor Android App I wrote,
which is available through my free online course at:
http://udemy.com/nanomouse
Scroll down to "Wireless Debugging with the Bluetooth Module"
and go to the Downloadable Materials section of the lecture.*/
void print()
{
for (byte i = 0; i < 2 * ROWS + 1; i++)
{
for (byte j = 0; j < 2 * COLUMNS + 1; j++)
{
//Add Horizontal Walls
if (i % 2 == 0 && j % 2 == 1)
{
if (horizontalWalls[i / 2][j / 2] == true)
{
Serial.print(" ---");
}
else
{
Serial.print(" ");
}
}
//Add Vertical Walls
if (i % 2 == 1 && j % 2 == 0)
{
if (verticalWalls[i / 2][j / 2] == true)
{
Serial.print("|");
}
else
{
Serial.print(" ");
}
}
//Add Flood Fill Values
if (i % 2 == 1 && j % 2 == 1)
{
if ((i - 1) / 2 == mouseRow && (j - 1) / 2 == mouseColumn)
{
if (mouseHeading == NORTH)
{
Serial.print(" ^ ");
}
else if (mouseHeading == EAST)
{
Serial.print(" > ");
}
else if (mouseHeading == SOUTH)
{
Serial.print(" v ");
}
else if (mouseHeading == WEST)
{
Serial.print(" < ");
}
}
else
{
byte value = values[(i - 1) / 2][(j - 1) / 2];
if (value >= 100)
{
Serial.print(value);
}
else
{
Serial.print(" ");
Serial.print(value);
}
if (value < 10)
{
Serial.print(" ");
}
}
}
}
Serial.print("\n");
}
Serial.print("\n");
}
};